Star Trek mod - The Next Generation!

Yes there is a way out, but you have to be willing to cross a few squares of nebula to do it... :p That should be possible after you research "space navigation".
The duranium not being in the delta quadrant seems to be a bug. I'm afraid there is no other way than to restart your game or to race the Romulans for that Duranium... ;)
 
Yeah, you have to cross some nebula to get out of the Delta Quadrant. But the good part is that you should be getting Transwarp Gates soon thereafter, so all you have to do is find/conquer a planet in the Alpha Quadrant and then it's a piece of cake to travel back and forth.

But about the Romulans, I find they are very anemic in every game I have played. They colonize a few planets and then just stop. I conquer their homeworld and find about fifty colonists. They never have more than 5 cities, and in one game the Bolians completely annihilated them in the ENT era. Anybody else notice this?
 
(first post, hi)
Cool mod! I took Civ4 off and put Civ3 on just so I could play it. It's awesome.

Do you have a newer version of the mod (or civilopedia text or stuff) than what's on the front page? I'm too lazy to look through the whole thread.
 
@DK: Yeah, the Rommies are a bit lame and the Bolians are very active. We should do something about that...

@TF: Welcome to CFC! The mod version in the first post is the latest public release. I can't promise when an update will appear...
 
Just wondering, as the civilopedia text is sparse enough that I generally have no idea what I'm researching or building. I just do it and hope something good happens.
 
Kind of gives an Easter Egg feeling, no? ;) Obviously it still needs work...
 
Thanks, things are working smoothly once again and I made my way into the beta quadrant. I have another question now, and p.s., thanks for being patient with me, I'm really bad at this. Are the borg probes, spheres and diamonds supposed to use the same graphic? I noticed that on the build list in the cities, they all look different, but once built, they all look the same. Is that the way its supposed to be?

Just out of curiosity, how do the omega molecule and wormholes play into it? I vaguely recall what the omega molecule is, and of course wormholes, but how do they work in the mod?
 
The proper animations are available, but they are not included in this version of the mod.
The omega molecules are the source of omega weapons, the equivalent of nuclear weapons in this mod. The wormholes are purely for decoration since there is no way to make them work the way they should.
 
@Famand: I am wondering; are you going to make an update? If you are, I want to know if you need music, unit interface buttons, interface sound, and\or other simple graphic needs?

I also advise that you make a non-Xindi version for all those people who (like me) were disapointed by season three of STE.

I love the mod, but I noticed the AI does some strange stuff, like the borg can't get a hold on several planets, the andorians grab every planet in sight, and so forth. I try to correct these, but not every one has the knowledge or the desire to.
 
Hi Logitech. The plan is to make a new version of the mod with many new ships, and without the Xindi. Interface graphics are finished, but once we get going again we'll be needing tons of Trekky tech icons...
As for the AI, it will be balanced in the new version as well...
 
Music will be part of it as well... ;)
 
Thanks! Sorry if some of the questions sound stupid; I realy didn't have time to look through this (GIANT) thread to find the answers. :eek:

Have you found music? I ask this because I have ST music ready to go if you already don't have music. It comes from the Star Trek Starfleet Command and Star Trek Legacy games.

:borg: :assimilate: :borg: :borg: :borg:

PS: Just had to use those smilelies! :D
 
Yeah, we'll be using the game music and maybe a movie soundtrack or two... ;)
 
Hey, its been a while. I have a new question. I edited the xxl map, but the only change I made was to delete the 8472 colonies. I played as the borg, and I found that after a few turns, the rigelians, humans, and a 3rd group are destroyed. I played as the humans to find out whats going on, and after a few turns as them, the rigelians, borg, and the same 3rd group (I dont remember which one the 3rd was) were destroyed. The only group in the delta quadrant are a few barbarian colonies. So I deleted them next and played as the humans again. This time instead the Klingons were destroyed instead of the borg. I tried setting the AI difficulty and aggression down, but I get the same results. Any ideas?
 
Guess:

Deleting Species 8472 created a void in the Player # roster, and all the players below were moved up one spot and it got all messed up. The cities and units are assigned by Player #, not by Tribe, and so this happens.
 
Thanks, I'll look and see if thats where the problem is. I think I should clarify something though. I didnt delete 8472 from the players roster, I only deleted the actual colonies (cities) and units from the map. Would that have made the problem?
 
Strange, but I can't tell you that would happen... I'm not much help here, I guess:(
 
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